overte/interface/src/LODManager.cpp
2015-02-03 16:13:13 -08:00

210 lines
8.4 KiB
C++

//
// LODManager.cpp
//
//
// Created by Clement on 1/16/15.
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <SettingHandle.h>
#include <Util.h>
#include "Application.h"
#include "ui/DialogsManager.h"
#include "LODManager.h"
Setting::Handle<bool> automaticAvatarLOD("automaticAvatarLOD", true);
Setting::Handle<float> avatarLODDecreaseFPS("avatarLODDecreaseFPS", DEFAULT_ADJUST_AVATAR_LOD_DOWN_FPS);
Setting::Handle<float> avatarLODIncreaseFPS("avatarLODIncreaseFPS", ADJUST_LOD_UP_FPS);
Setting::Handle<float> avatarLODDistanceMultiplier("avatarLODDistanceMultiplier",
DEFAULT_AVATAR_LOD_DISTANCE_MULTIPLIER);
Setting::Handle<int> boundaryLevelAdjust("boundaryLevelAdjust", 0);
Setting::Handle<float> octreeSizeScale("octreeSizeScale", DEFAULT_OCTREE_SIZE_SCALE);
void LODManager::autoAdjustLOD(float currentFPS) {
// NOTE: our first ~100 samples at app startup are completely all over the place, and we don't
// really want to count them in our average, so we will ignore the real frame rates and stuff
// our moving average with simulated good data
const int IGNORE_THESE_SAMPLES = 100;
const float ASSUMED_FPS = 60.0f;
if (_fpsAverage.getSampleCount() < IGNORE_THESE_SAMPLES) {
currentFPS = ASSUMED_FPS;
}
_fpsAverage.updateAverage(currentFPS);
_fastFPSAverage.updateAverage(currentFPS);
quint64 now = usecTimestampNow();
const quint64 ADJUST_AVATAR_LOD_DOWN_DELAY = 1000 * 1000;
if (_automaticAvatarLOD) {
if (_fastFPSAverage.getAverage() < _avatarLODDecreaseFPS) {
if (now - _lastAvatarDetailDrop > ADJUST_AVATAR_LOD_DOWN_DELAY) {
// attempt to lower the detail in proportion to the fps difference
float targetFps = (_avatarLODDecreaseFPS + _avatarLODIncreaseFPS) * 0.5f;
float averageFps = _fastFPSAverage.getAverage();
const float MAXIMUM_MULTIPLIER_SCALE = 2.0f;
_avatarLODDistanceMultiplier = qMin(MAXIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER, _avatarLODDistanceMultiplier *
(averageFps < EPSILON ? MAXIMUM_MULTIPLIER_SCALE :
qMin(MAXIMUM_MULTIPLIER_SCALE, targetFps / averageFps)));
_lastAvatarDetailDrop = now;
}
} else if (_fastFPSAverage.getAverage() > _avatarLODIncreaseFPS) {
// let the detail level creep slowly upwards
const float DISTANCE_DECREASE_RATE = 0.05f;
_avatarLODDistanceMultiplier = qMax(MINIMUM_AVATAR_LOD_DISTANCE_MULTIPLIER,
_avatarLODDistanceMultiplier - DISTANCE_DECREASE_RATE);
}
}
bool changed = false;
quint64 elapsed = now - _lastAdjust;
if (elapsed > ADJUST_LOD_DOWN_DELAY && _fpsAverage.getAverage() < ADJUST_LOD_DOWN_FPS
&& _octreeSizeScale > ADJUST_LOD_MIN_SIZE_SCALE) {
_octreeSizeScale *= ADJUST_LOD_DOWN_BY;
if (_octreeSizeScale < ADJUST_LOD_MIN_SIZE_SCALE) {
_octreeSizeScale = ADJUST_LOD_MIN_SIZE_SCALE;
}
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD down... average fps for last approximately 5 seconds=" << _fpsAverage.getAverage()
<< "_octreeSizeScale=" << _octreeSizeScale;
}
if (elapsed > ADJUST_LOD_UP_DELAY && _fpsAverage.getAverage() > ADJUST_LOD_UP_FPS
&& _octreeSizeScale < ADJUST_LOD_MAX_SIZE_SCALE) {
_octreeSizeScale *= ADJUST_LOD_UP_BY;
if (_octreeSizeScale > ADJUST_LOD_MAX_SIZE_SCALE) {
_octreeSizeScale = ADJUST_LOD_MAX_SIZE_SCALE;
}
changed = true;
_lastAdjust = now;
qDebug() << "adjusting LOD up... average fps for last approximately 5 seconds=" << _fpsAverage.getAverage()
<< "_octreeSizeScale=" << _octreeSizeScale;
}
if (changed) {
_shouldRenderTableNeedsRebuilding = true;
auto lodToolsDialog = DependencyManager::get<DialogsManager>()->getLodToolsDialog();
if (lodToolsDialog) {
lodToolsDialog->reloadSliders();
}
}
}
void LODManager::resetLODAdjust() {
_fpsAverage.reset();
_fastFPSAverage.reset();
_lastAvatarDetailDrop = _lastAdjust = usecTimestampNow();
}
QString LODManager::getLODFeedbackText() {
// determine granularity feedback
int boundaryLevelAdjust = getBoundaryLevelAdjust();
QString granularityFeedback;
switch (boundaryLevelAdjust) {
case 0: {
granularityFeedback = QString("at standard granularity.");
} break;
case 1: {
granularityFeedback = QString("at half of standard granularity.");
} break;
case 2: {
granularityFeedback = QString("at a third of standard granularity.");
} break;
default: {
granularityFeedback = QString("at 1/%1th of standard granularity.").arg(boundaryLevelAdjust + 1);
} break;
}
// distance feedback
float octreeSizeScale = getOctreeSizeScale();
float relativeToDefault = octreeSizeScale / DEFAULT_OCTREE_SIZE_SCALE;
QString result;
if (relativeToDefault > 1.01) {
result = QString("%1 further %2").arg(relativeToDefault,8,'f',2).arg(granularityFeedback);
} else if (relativeToDefault > 0.99) {
result = QString("the default distance %1").arg(granularityFeedback);
} else {
result = QString("%1 of default %2").arg(relativeToDefault,8,'f',3).arg(granularityFeedback);
}
return result;
}
// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
// I've added a voxelToModelRatio that adjusts how much closer to a model you have to be to see it.
bool LODManager::shouldRenderMesh(float largestDimension, float distanceToCamera) {
const float octreeToMeshRatio = 4.0f; // must be this many times closer to a mesh than a voxel to see it.
float octreeSizeScale = getOctreeSizeScale();
int boundaryLevelAdjust = getBoundaryLevelAdjust();
float maxScale = (float)TREE_SCALE;
float visibleDistanceAtMaxScale = boundaryDistanceForRenderLevel(boundaryLevelAdjust, octreeSizeScale) / octreeToMeshRatio;
if (_shouldRenderTableNeedsRebuilding) {
_shouldRenderTable.clear();
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
float scale = maxScale;
float visibleDistanceAtScale = visibleDistanceAtMaxScale;
while (scale > SMALLEST_SCALE_IN_TABLE) {
scale /= 2.0f;
visibleDistanceAtScale /= 2.0f;
_shouldRenderTable[scale] = visibleDistanceAtScale;
}
_shouldRenderTableNeedsRebuilding = false;
}
float closestScale = maxScale;
float visibleDistanceAtClosestScale = visibleDistanceAtMaxScale;
QMap<float, float>::const_iterator lowerBound = _shouldRenderTable.lowerBound(largestDimension);
if (lowerBound != _shouldRenderTable.constEnd()) {
closestScale = lowerBound.key();
visibleDistanceAtClosestScale = lowerBound.value();
}
if (closestScale < largestDimension) {
visibleDistanceAtClosestScale *= 2.0f;
}
return (distanceToCamera <= visibleDistanceAtClosestScale);
}
void LODManager::setOctreeSizeScale(float sizeScale) {
_octreeSizeScale = sizeScale;
_shouldRenderTableNeedsRebuilding = true;
}
void LODManager::setBoundaryLevelAdjust(int boundaryLevelAdjust) {
_boundaryLevelAdjust = boundaryLevelAdjust;
_shouldRenderTableNeedsRebuilding = true;
}
void LODManager::loadSettings() {
setAutomaticAvatarLOD(automaticAvatarLOD.get());
setAvatarLODDecreaseFPS(avatarLODDecreaseFPS.get());
setAvatarLODIncreaseFPS(avatarLODIncreaseFPS.get());
setAvatarLODDistanceMultiplier(avatarLODDistanceMultiplier.get());
setBoundaryLevelAdjust(boundaryLevelAdjust.get());
setOctreeSizeScale(octreeSizeScale.get());
}
void LODManager::saveSettings() {
automaticAvatarLOD.set(getAutomaticAvatarLOD());
avatarLODDecreaseFPS.set(getAvatarLODDecreaseFPS());
avatarLODIncreaseFPS.set(getAvatarLODIncreaseFPS());
avatarLODDistanceMultiplier.set(getAvatarLODDistanceMultiplier());
boundaryLevelAdjust.set(getBoundaryLevelAdjust());
octreeSizeScale.set(getOctreeSizeScale());
}